Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4906731 times)

eliwolfe92

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7100 on: 2018-07-22 20:15:52 »
Thats a very old version and alot of the bugs in it have been fixed, just try the newest version available on the initial post of this thread. Download the IRO package and open the zip file up and place the ff7 and ff7_bc.exe if you want Menu overhaul in your FF7 directory (make copies of your originals just in case) Then place the IRO included in the zip in your ff7/mods/7th heaven folder and launch 7th heaven. go to your library tab and hit search and at the bottom of the list will be the new NT. just activate it and leave it at the bottom of your load order, then just turn off the original Gameplay and Story iro

Well I'm quite the fool for not trying to actually download the mod from this thread instead of the catalog. :-[ Thank you so much for your help UpRisen. I believe the catalog contains v.1.4 for what it's worth. Cheers everyone, and thanks again!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7101 on: 2018-07-23 01:18:59 »
Missed this one:
Mh, guessed so. My favourite sense ever, even with bonus flavor text x)

By the way, what's up with the Piano in the Nibelheim Mansion? I am guessing it has to do with Ozma(Going by what Lambda said)... But I have no idea how to make anything happen there. I tried playing the same Melody as for Tifa's Piano(Only thing that came to mind), but to no avail.
I assume the 5th row is the hint, but... I do not get it if that's it. Help would be appreciated.

On a sidenote.... Getting the enemy skill from jerseys is a bloody pain. They use it rarely, have to use it on the right character and cannot be manipulated.

Edit: Got a question: How can I get through allied reflect(aside from debarrier/dispel)?
Was surprised when even White Wind got reflected...

Edit 2: Was surprised Vincent still has his transform more or less like in Vanilla for his Limit. Losing control of a character(And his attack command) until said character dies seems awfully bad to me. And if he's strong enough in Limit to take that cost, he probably is OP if built for it. Wouldn't a change warranted here?(Like, timed transformation).
Also: Do his Limits get affected by backrow penalty? Would really suck if they do.

Edit 3: Just fought a Zuu. Aside from being darn annoying(Which is fine), is it intended that the confusion that it causes is not curable, neither via item, nor via Esuna and not even by characters attacking themselves? Cause that's what happened. It randomly wore off at some point.

Play the same tune on the piano that you would on tifa's piano, it should trigger something. Two of the keys are 'missing' so it's a little more difficult to play it by ear.

Some skills can get through reflect, but for reflectable skills you'll need to either dispel the reflect first or cast it on an enemy and 'bounce' it back and forth but that's a messy tactic to get right.

Limit attacks ignore Row, I've some plans for Vincent's Limit but I've not tested them yet.

I'll check Zuu's confu, maybe it has the status defence ignore flag (or resist).


Has my last post not been seen? Well, no matter, got another request.

Now that one can reset rank-ups, we'd need an updated base stat list.
No idea how accurate the current readme exactly is, but it doesn't list rank-up options correctly and Yuffie&Red have the exact same base stats in there.

I'd really liek to use the reset to respecc my characters once I got the highwind(Valuable option, now that I know a bit better how the game works with NT). For that, I believe I have to cheat the base stats back to the original values - which is pretty hard to do when I don't exactly know what those were. 

I've made the edit today, for now here's Yuffie's base stats - the rest should be correct (the readme in the documentation folder of the installer/IRO folders).
\\Initial Stats//
HP (Lv.6-99: 235-5269
MP (Lv.6-99: 43-709
Strength:    37
Vitality:    08
Magic:    38
Spirit:    11
Dexterity:    50
Luck:    12


Is stealing from Reno and Rude in the crashed ship supposed to be impossible? The fight is nothing, I could easily win but I refuse to win without getting their goodies.

I went there right after watching the plane with the materia take off for Rocket Town. Party isCloud, Tifa and Aerith and we're all about

I also just updated to the latest version after playing through up to this point on an older version of 1.5.E veryone seems to hit a decent bit harder and also i think Aerith has a bit more HP.

It's an oversight with the level adjustment I made for damage formulas; it means that as you get toward the end of the game, stealing gets more unfeasible without the Sneak Glove. Because the mod was balanced around it, I've not been able to properly deal with it but I'm going to be adjusting formulas directly in the .EXE for a rebuild at some point in the future.


Is there a list of what the effects of each ultimate weapon does, have they been changed from vanilla? Or the effects on the description of each weapon can be taken as is. Also, I can't seem to find where Barret's Max Ray is at, documentation says you can steal them from Armored Golems but I only get Pilebangers when stealing/morphing them.


EDIT: I just finished the dark cave sidequest, It sent me out into Cosmo Canyon area of the map specifically just outside ancient forest, I have no way to get to the Highwind, what now.

Max Ray is a drop from the Armored Golem, I'll check the documentation and correct it. Drops aren't calculated if Steal is successful so just focus on killing them. They're on a fairly common drop rate.

Are you playing on the latest IRO version? I had to update it to use a walkmesh chunk so that the map jump would go to Forgotten City instead.

I saw in the readme caith sith has a lvl 4 limit break now ? what are these limit breaks he has 4 now ?

He doesn't have one, but he has a boss on Disc 3 like the other characters do; but instead of a Lv.4 Limit he gets an item used to make his ultimate weapon.

Cait does have a new Lv.1 Limit though; I added Transform to it.


Okay so I guess I beat every piece of content NT Arranged has to offer already, it's such a great mod honestly and really let's you experience FF7 in a new way, a better way in my opinion, thank you so much for your hard work in creating and developing NT.

Some things though, can you in anyway get the normal ending while playing with this mod? I tried finishing the game with and without the hero medal and it still gives me that party lol, I actually had to turn off the mod on the very last part as it appears that it doesn't have that badass Omnislash scene.

Also, is the ? ? ?/? ? ? character name on the SP screen actually a hidden character? Did I in some way missed in recruiting him/her? There's also another ? ? ? item that is dropped by ? ? ? that I also have no idea if ever got due to the amount of endgame sidebosses.

One thing though that turned me off but not that much is that of how overpowered a full str/dex/luck based Yuffie is with the Conformer late game. She alone stomped most of the bosses dealing 20-30k crits most of the time on those high leveled bosses and practially ended the fights in 2-3 of her turns. It kind of spoiled the fun for me in dealing with most, about around 70% of the late game bosses, though I still did fight each of them again without the Conformer after beating them.

Once again though, thanks for creating NT and I'm sure to replay the game with NT again after some years! Maybe once more just before the remake comes out.

The ending behaviour was bugged so I corrected it recently. It was supposed to be that if Aeris was alive, you got the ending card in the church but if she was dead then it played the normal ending FMV.

Currently, it's been set to play the ending FMV if it's on Normal Mode. Arrange will show the alternate ending screen.

As for 20-30k crits, the mod wasn't balanced around break damage limit; it was balanced within the 9999 limit. Conformer is a very strong weapon in mods though, as it uses enemy level as its modifier where they'll typically be higher than in base game.

Maybe I'll have NT finalised before the remake comes out; be nice to have it there ready before the new game goes out.

Jcdarden

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7102 on: 2018-07-23 02:27:37 »
I'm not sure if this is just the mod working appropriately or me missing something, but for the last couple of save points where I've checked a rank up, it has told me a character is ready to rank up to a level for which I've already given them sources. For example, I just finished the Ancient Forest in disc 2. I went to a save point to check rank ups, and it said Cloud was ready for a rank up, with current rank at 3/8. I'm 100% sure I've already given him sources for this upgrade and rank. Are there multiple upgrades per rank or something?

Edit: for what it's worth, the rank ups seem to be working properly for at least Cid and Vincent, who are at 6/8 and 7/8 respectively. Barrett, Cloud, Red XII, Aeris, and Tifa have all been stuck at 3/8 for a long time now.
« Last Edit: 2018-07-23 02:30:44 by Jcdarden »

jugend

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7103 on: 2018-07-23 02:28:29 »
Another point of feedback I'd like to give is regarding weapon choice and character niches.

One of my favourite aspects of New Threat is the overall feel of characters compared to vanilla, the balancing of stats and ranking up with individual traits and the plethora of build options you have through weapon/acc/armor choices really distinguishes each character from the other, which is my favourite thing about NT.

However, regarding the weapons, I feel there is some, perhaps? missed opportunities. Some of the weapons truly created a unique niche for the character that really made them that much more enjoyable for me.

For example; I've been using Cid as a frontline fighter, and I really like his survivability compared to tifa, and the more I played with him, the more I started to see him as a "quasi-tank" in my party, but due to the fact that he couldn't back row without massive damage penalty, and just took too much damage overall, I opted to use barret as a pure tank, and since how I've built my party, Yuffie had much better synergy with Barrett than Cid, so I dropped Cid :(


But then, I get to the north crater, and all of a sudden I get a long range weapon for Cid! A significant drop in damage (as it should be) but now I can comfortably use Cid as a tank along with Yuffie (my favourite party). The super high luck combined with really great damage and a long-range weapon makes him a completely different tank than barret and I've been enjoying it so much.

So, I feel this is a missed opportunity, it's a very viable, awesomely unique niche for Cid.... but it's only available from the last dungeon on. I'd really like to see it become available closer to the start of when you get him, so you can use that build throughout, a big drop off in weapon attack for long-range capability, just like the grow lance.
If I had of known that I would get that sort of option, I would have built Cid more Tank orientated (surprisingly he's awesome at it regardless).


And while this one may be pushing it a bit, when I started the game before I had used any ranks, Red XIIIs magic damage became a complete stand out due to his trait powering up in longer fights,  and when I came up against Lambadas, he was a game changer. But I wasn't sure on how I'd build him yet, so I held off using the ranks. When I got to nibelheim dungeon and discovered the Plus Barrette (0 attack 104%, drains MP) I decided then and there that would be his niche in my party, and that would essentially be his end game weapon.

I wanted to use him as +10 mag +10 dex, but that option was removed on my version of the game, and instead, there was +10 mag +10 vit, so I tried that and set him up with sadness/backrow/counter/cover. And the build has been sooo much fun, he's been an infinite MP, super high magic damage, tank, throughout the game.

Although this weapon in itself was enough, and it's good enough for the final build, I would have liked to see an "End Game Version" of this weapon. Something like linked slots instead of single slots, drain MP with something like +20 magic?. Like I said, thats pushing it, but this build has made him so unique, and so, so useful throughout the game. And I feel, it would work even better with +10 mag/dex build (which I plan to use next time, as it was reimplemented).

The next point about weapons isn't as big a deal, as those examples really made characters very unique through traits you can't achieve through stats, and the next point is purely about stats, so really not as big an effect. But anyways, throughout the game I would notice weapons that would compliment particular styles/builds, like cloud getting dex weapons and a crit weapon, and barret getting a few dex weapons. But for both characters, there is no later game equivalent for them. I've noticed this trend throughout the characters, and while I feel like it's not the biggest deal, at the same time, I feel like, well what if I really liked that +50 crit weapon for Cloud, and wanted to have that build for  his end game? And with barret if I built him as a frontline fighter, a melee weapon that better represented that builds intent (+dex) would be much better suited than the options that are currently available. It just feels a bit inconsistent to me. Again, that point is minor, but I do feel it could open up build variations a lot more and increase the enjoyability of the game.


The last point would mostly be reiterating, but since certain niches when combined with certain weapons really define a playstyle, I'd really like to see more of that.

For example Barret + front row stacks, built for damage, wearing a chainsaw (+20 dex) this really stands out and feels great while it's relevant

Red Xiii built for magic damage + back row/sadness drain MP weapon = really cool infinite MP decent tank/damage dealer, or super fast, infinite MP caster

Yuffie built for anything, with her super high dex and dex weapon and awesome trait make her feel so unique and fun, she just works so, so well.


I don't have ideas Per se, just wanted to share that these were some really, really fun things I found in NT, and would definitely like to see more of them, or see them viable at more than one point of the game.

Sorry for the essay.
« Last Edit: 2018-07-23 04:13:58 by jugend »

Vaylen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7104 on: 2018-07-23 03:43:31 »
Hmm, so reflect is pretty hard to deal with in this game. As you got rely on item-healing with reflect up, maybe a mid/high-tier restorative item would be in order? Personally, I really like the idea of scaling items that heal percentages of max health - keeps items relevant throughout the whole game.

I do realize how powerful reflect can be, though. It is a very extreme effect. Main concern really is the powerof Big Guard for me. As it is, Big Guard is not as useful as it should be for most battles.


I tried on the Shinra Mansion piano for a good while to make sure I got it right. Do I maybe need to revisit it on disc 2 or 3?

kamek523

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7105 on: 2018-07-23 14:21:05 »
Hi, so I just started playing NT 1.5. I accidentally found the "Security Captain" mini-boss that drops the Chocobracer.

I assume this fight is missable. Is there a compiled list of all missable bosses/events and/or items? I really don't want to miss any of the cool custom content you've created. Thanks!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7106 on: 2018-07-24 01:22:01 »
I'm not sure if this is just the mod working appropriately or me missing something, but for the last couple of save points where I've checked a rank up, it has told me a character is ready to rank up to a level for which I've already given them sources. For example, I just finished the Ancient Forest in disc 2. I went to a save point to check rank ups, and it said Cloud was ready for a rank up, with current rank at 3/8. I'm 100% sure I've already given him sources for this upgrade and rank. Are there multiple upgrades per rank or something?

Edit: for what it's worth, the rank ups seem to be working properly for at least Cid and Vincent, who are at 6/8 and 7/8 respectively. Barrett, Cloud, Red XII, Aeris, and Tifa have all been stuck at 3/8 for a long time now.

This was an issue that came up recently. I added a debug script to the Highwind to sort this out. If you talk to the technician that's moving around near the Highwind's Chocobo Pen (he's moving up and down, doing squats, etc.) he'll go through a few scripts; cancel the ones you don't want to trigger and set your ranks to what you want (1/8, 4/8, or 8/8).


Another point of feedback I'd like to give is regarding weapon choice and character niches.

One of my favourite aspects of New Threat is the overall feel of characters compared to vanilla, the balancing of stats and ranking up with individual traits and the plethora of build options you have through weapon/acc/armor choices really distinguishes each character from the other, which is my favourite thing about NT.

However, regarding the weapons, I feel there is some, perhaps? missed opportunities. Some of the weapons truly created a unique niche for the character that really made them that much more enjoyable for me.

For example; I've been using Cid as a frontline fighter, and I really like his survivability compared to tifa, and the more I played with him, the more I started to see him as a "quasi-tank" in my party, but due to the fact that he couldn't back row without massive damage penalty, and just took too much damage overall, I opted to use barret as a pure tank, and since how I've built my party, Yuffie had much better synergy with Barrett than Cid, so I dropped Cid :(


But then, I get to the north crater, and all of a sudden I get a long range weapon for Cid! A significant drop in damage (as it should be) but now I can comfortably use Cid as a tank along with Yuffie (my favourite party). The super high luck combined with really great damage and a long-range weapon makes him a completely different tank than barret and I've been enjoying it so much.

So, I feel this is a missed opportunity, it's a very viable, awesomely unique niche for Cid.... but it's only available from the last dungeon on. I'd really like to see it become available closer to the start of when you get him, so you can use that build throughout, a big drop off in weapon attack for long-range capability, just like the grow lance.
If I had of known that I would get that sort of option, I would have built Cid more Tank orientated (surprisingly he's awesome at it regardless).


And while this one may be pushing it a bit, when I started the game before I had used any ranks, Red XIIIs magic damage became a complete stand out due to his trait powering up in longer fights,  and when I came up against Lambadas, he was a game changer. But I wasn't sure on how I'd build him yet, so I held off using the ranks. When I got to nibelheim dungeon and discovered the Plus Barrette (0 attack 104%, drains MP) I decided then and there that would be his niche in my party, and that would essentially be his end game weapon.

I wanted to use him as +10 mag +10 dex, but that option was removed on my version of the game, and instead, there was +10 mag +10 vit, so I tried that and set him up with sadness/backrow/counter/cover. And the build has been sooo much fun, he's been an infinite MP, super high magic damage, tank, throughout the game.

Although this weapon in itself was enough, and it's good enough for the final build, I would have liked to see an "End Game Version" of this weapon. Something like linked slots instead of single slots, drain MP with something like +20 magic?. Like I said, thats pushing it, but this build has made him so unique, and so, so useful throughout the game. And I feel, it would work even better with +10 mag/dex build (which I plan to use next time, as it was reimplemented).

The next point about weapons isn't as big a deal, as those examples really made characters very unique through traits you can't achieve through stats, and the next point is purely about stats, so really not as big an effect. But anyways, throughout the game I would notice weapons that would compliment particular styles/builds, like cloud getting dex weapons and a crit weapon, and barret getting a few dex weapons. But for both characters, there is no later game equivalent for them. I've noticed this trend throughout the characters, and while I feel like it's not the biggest deal, at the same time, I feel like, well what if I really liked that +50 crit weapon for Cloud, and wanted to have that build for  his end game? And with barret if I built him as a frontline fighter, a melee weapon that better represented that builds intent (+dex) would be much better suited than the options that are currently available. It just feels a bit inconsistent to me. Again, that point is minor, but I do feel it could open up build variations a lot more and increase the enjoyability of the game.


The last point would mostly be reiterating, but since certain niches when combined with certain weapons really define a playstyle, I'd really like to see more of that.

For example Barret + front row stacks, built for damage, wearing a chainsaw (+20 dex) this really stands out and feels great while it's relevant

Red Xiii built for magic damage + back row/sadness drain MP weapon = really cool infinite MP decent tank/damage dealer, or super fast, infinite MP caster

Yuffie built for anything, with her super high dex and dex weapon and awesome trait make her feel so unique and fun, she just works so, so well.


I don't have ideas Per se, just wanted to share that these were some really, really fun things I found in NT, and would definitely like to see more of them, or see them viable at more than one point of the game.

Sorry for the essay.

Well, we're going to have a free weapon to mess with when Triple AP weapons are converted and Ancient Weapons are going to drop their Kills formula so that's two opportunities there mid-game and end-game to fill in some effects to compliment builds.

I think originally, Javelin was Long-Range so that could be a way to get that Cid tank build going mid-game.


Hmm, so reflect is pretty hard to deal with in this game. As you got rely on item-healing with reflect up, maybe a mid/high-tier restorative item would be in order? Personally, I really like the idea of scaling items that heal percentages of max health - keeps items relevant throughout the whole game.

I do realize how powerful reflect can be, though. It is a very extreme effect. Main concern really is the powerof Big Guard for me. As it is, Big Guard is not as useful as it should be for most battles.


I tried on the Shinra Mansion piano for a good while to make sure I got it right. Do I maybe need to revisit it on disc 2 or 3?


%-based healing from items can be bad early on as you'll get little HP from it. As for Reflect, Big Guard was set up to be a bit more situational to get working effectively. You can turn the Reflect it gives to your advantage by casting a +All spell on your own party which reflects all 3 iterations of it for tripled magic.

I checked the piano; it does have a game moment check, which means you'll need to go to the bottom of north crater then come back (the last screen before the final descent/point of no return). I'll remove this check for next patch.

Hi, so I just started playing NT 1.5. I accidentally found the "Security Captain" mini-boss that drops the Chocobracer.

I assume this fight is missable. Is there a compiled list of all missable bosses/events and/or items? I really don't want to miss any of the cool custom content you've created. Thanks!

I think that's one of the very few missable things in the game, the other involves the piano that Vaylen posted about.
« Last Edit: 2018-07-24 01:36:15 by Sega Chief »

Vaylen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7107 on: 2018-07-24 01:53:26 »
Recently did the Pagoda in Wutai... is it even possible to morph Shake and Chekhov?
The former seems basically unhittable with Morph, while the latter takes no dmg from physical attacks.


Additionally, isn't haste considered kind of overpowered? It seems to speed up the ATB gauge way too much and, even on arrange mode, feels like its trivializing some battles. If possible, I'd call for toning the speed increase down.

I encountered a bug with an enemy called Magpie(I think, it was somewhere in the Mideel area - a frog-looking thing).
I turned it into a frog(maybe mini, too) via added effect - and the game froze up.

Chronoseth

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7108 on: 2018-07-24 14:05:27 »
Recently did the Pagoda in Wutai... is it even possible to morph Shake and Chekhov?
The former seems basically unhittable with Morph, while the latter takes no dmg from physical attacks.

Chekhov can't be morphed. Shake can be morphed with patience and stacking a lot of accuracy (via dexterity and defense%).

Quote
Additionally, isn't haste considered kind of overpowered? It seems to speed up the ATB gauge way too much and, even on arrange mode, feels like its trivializing some battles. If possible, I'd call for toning the speed increase down.
Haste is strong, but it does have drawbacks. It makes buffs like Barrier and Shield expire faster, causes Dual and Poison to tick faster, and is much less effective at higher battle speeds or when a character is already very fast.

Battle speed is a particularly large factor in how useful haste and slow are. I thought they were overpowered when I typically played at low battle speed, but now I more often play with it maxed out and they're often not worth bothering with.

Also, between things like the Powersoul, Master Fist, Mime, Barrier, sadness, Cover + back row, Elemental, Conformer, White Wind, Magic Counter + Cure, Force Stealer + Counter Attack, 4x cut, and Bad Breath, Haste doesn't stand out as relatively overpowered to me.

malexj93

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7109 on: 2018-07-24 16:11:31 »
Sega Chief,

I'm nearing completion of this mod and plan to post some thoughts and minor bug reports. However, there's a somewhat "major" bug I'm experiencing. When trying to enter the crater with Cid or Tifa as my party leader, instead of entering the crater I'm instead taken to the Chocobo coop in the Highwind (actually in the black space on the other side of the entrance). This means that, in order for me to enter the crater, I need to have Cloud in my party. This seems to defeat the purpose of allowing the party leader to change in Disc 3. There are some other instances of Cid/Tifa entering rooms in weird places (for example, entering the cockpit area of the Highwind, Cid and Tifa will spawn where their NPC models are rather than the entrance to that room), but this is the only one that really affects the game. Apologies if this has been pointed out before or is intentional, and thanks for taking the time to read this.

jugend

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7110 on: 2018-07-24 16:56:06 »
Quote
Well, we're going to have a free weapon to mess with when Triple AP weapons are converted and Ancient Weapons are going to drop their Kills formula so that's two opportunities there mid-game and end-game to fill in some effects to compliment builds.

I assumed with the ancient weapons you were just going to keep the same sort of niche for it, high damage low slots? Or do you think reworking them entirely is a good idea?

I'm curious what sort of ideas you have for the triple AP weapons.

Vaylen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7111 on: 2018-07-24 18:47:10 »
Chekhov can't be morphed. Shake can be morphed with patience and stacking a lot of accuracy (via dexterity and defense%).
Haste is strong, but it does have drawbacks. It makes buffs like Barrier and Shield expire faster, causes Dual and Poison to tick faster, and is much less effective at higher battle speeds or when a character is already very fast.

Battle speed is a particularly large factor in how useful haste and slow are. I thought they were overpowered when I typically played at low battle speed, but now I more often play with it maxed out and they're often not worth bothering with.

Also, between things like the Powersoul, Master Fist, Mime, Barrier, sadness, Cover + back row, Elemental, Conformer, White Wind, Magic Counter + Cure, Force Stealer + Counter Attack, 4x cut, and Bad Breath, Haste doesn't stand out as relatively overpowered to me.
I don't deny that there is other borderline "OP" stuff in this mod. But... "relatively" makes no sense. It's either too strong or not, no matter how strong other things are.
Haste still feels like it trivializes some encounters too hard(Slow does, too, now that I think about it).
But... it is very well possible that gamespeed is the root cause there. I play on very low battle speed, hence my perception might be warped by that.
This is kind of a nuisance, isn't it? I guess I'll try around with higher battle speeds... but I think there is merit in working on haste/slow being balanced at lower battle speeds.

Furthermore, if high dex diminishes the effects of haste, dex is a worse as a stat - setting haste is pretty easy, after all~ and the main purpose of dex is speed - the same as haste. As Haste is easier to obtain than Dex, the optimal strategy would be to limit the dex growth due to the existence of Haste.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7112 on: 2018-07-24 23:27:26 »
Recently did the Pagoda in Wutai... is it even possible to morph Shake and Chekhov?
The former seems basically unhittable with Morph, while the latter takes no dmg from physical attacks.


Additionally, isn't haste considered kind of overpowered? It seems to speed up the ATB gauge way too much and, even on arrange mode, feels like its trivializing some battles. If possible, I'd call for toning the speed increase down.

I encountered a bug with an enemy called Magpie(I think, it was somewhere in the Mideel area - a frog-looking thing).
I turned it into a frog(maybe mini, too) via added effect - and the game froze up.

I think Shake can be, but it's very difficult; probably not worth going for it.

About the Magpie bug, are you using menu overhaul/beacause mods or anything like that?


Sega Chief,

I'm nearing completion of this mod and plan to post some thoughts and minor bug reports. However, there's a somewhat "major" bug I'm experiencing. When trying to enter the crater with Cid or Tifa as my party leader, instead of entering the crater I'm instead taken to the Chocobo coop in the Highwind (actually in the black space on the other side of the entrance). This means that, in order for me to enter the crater, I need to have Cloud in my party. This seems to defeat the purpose of allowing the party leader to change in Disc 3. There are some other instances of Cid/Tifa entering rooms in weird places (for example, entering the cockpit area of the Highwind, Cid and Tifa will spawn where their NPC models are rather than the entrance to that room), but this is the only one that really affects the game. Apologies if this has been pointed out before or is intentional, and thanks for taking the time to read this.

Ah yeah that, it should have been removed as of the latest patch. I think it was added to fix something but started acting up. If you're on latest version and it's still doing it, let me know.

I don't deny that there is other borderline "OP" stuff in this mod. But... "relatively" makes no sense. It's either too strong or not, no matter how strong other things are.
Haste still feels like it trivializes some encounters too hard(Slow does, too, now that I think about it).
But... it is very well possible that gamespeed is the root cause there. I play on very low battle speed, hence my perception might be warped by that.
This is kind of a nuisance, isn't it? I guess I'll try around with higher battle speeds... but I think there is merit in working on haste/slow being balanced at lower battle speeds.

Furthermore, if high dex diminishes the effects of haste, dex is a worse as a stat - setting haste is pretty easy, after all~ and the main purpose of dex is speed - the same as haste. As Haste is easier to obtain than Dex, the optimal strategy would be to limit the dex growth due to the existence of Haste.

I'm fine with using Haste/Slow, mostly because I used it a lot when playing through the Hardcore mod and Nightmare7 mod; it feels good gameplay-wise to manage your speed to get the most out of your turns and curbstomp a boss that would otherwise be a handful. I'm willing to sacrifice balance at the upper end of things so long as it's fun.

As far as the gauges go, there's a point where they will get too fast for high Dex + Haste to give as significant an advantage as it would at lower gauge speeds but I see adjusting your ATB setting and gauge speed as part of your set-up. If the gauge goes too fast for it to be giving an advantage, then I'd just set the speed down a bit so I can make use of it properly.

Vaylen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7113 on: 2018-07-25 03:37:09 »
Yeah, I am using the menu overhaul. Is that the cause there?


As long as it's fun... that's a good stance to take. I'll probably adjust the battle speed a little to reduce the effects of those effects.
Still, I remain that it may be worth nerfing in some way. Not a necessity, as I see the reasoning for it now.

KittyJaws

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7114 on: 2018-07-25 05:21:30 »
if i open my master save file of this mod (to reorder my characters) while not having the mod downloaded will anything be damaged?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7115 on: 2018-07-25 13:10:12 »
if i open my master save file of this mod (to reorder my characters) while not having the mod downloaded will anything be damaged?

I don't think so, but your exp gauges might look overflowed until you've levelled up.

adj998

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7116 on: 2018-07-25 14:54:51 »
Sorry I didn't know where else to post this. Where are the save files located? Somehow my saves are just gone and I really don't want to have to start over again. My install location is C:/Program Files (x86)/Square Enix. But a folder was also installed in my documents with the same folder name but only has cache and a bunch of P files.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7117 on: 2018-07-25 21:15:30 »
For steam: D:\UserName\Documents\Square Enix\FINAL FANTASY VII Steam\user_######

For 7H converted/original 1998 PC: D:\Steam\steamapps\common\FINAL FANTASY VII\save

Steam has a checksum for save files that is initiated when the FF7 Launcher is started. If any of the save files have been tampered with or were not made/updated with your copy, then it automatically deletes them. Save editors can cause this, but sometimes the cloud saving feature can also cause it.

Jcdarden

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7118 on: 2018-07-26 01:40:19 »
This was an issue that came up recently. I added a debug script to the Highwind to sort this out. If you talk to the technician that's moving around near the Highwind's Chocobo Pen (he's moving up and down, doing squats, etc.) he'll go through a few scripts; cancel the ones you don't want to trigger and set your ranks to what you want (1/8, 4/8, or 8/8).

The only script opportunity this guy is giving me is the Aeris alive/dead debug option. Do I need to reach the bottom of the crater or something for the rank script you mentioned to appear?

adj998

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7119 on: 2018-07-26 02:27:39 »
so....I'm screwed then? I don't use cloudsync for save files. I literally turned my laptop on and off and thats it

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7120 on: 2018-07-26 02:46:52 »
The only script opportunity this guy is giving me is the Aeris alive/dead debug option. Do I need to reach the bottom of the crater or something for the rank script you mentioned to appear?

You need to be on the latest version of the files, should be 17th July.

so....I'm screwed then? I don't use cloudsync for save files. I literally turned my laptop on and off and thats it

It looks like it, I've never had my Steam saves delete on me so if cloud saves aren't being used then I don't know what the underlying cause would be or why it only affects some users and not others.

This is a copy of my own save files that I used for a test playthrough, with one at (most) points of the game:
http://www.mediafire.com/file/2dvuaivt0de5bbv/save_-_Copy.zip/file

What you could do is use the one that's closest to where you were (with adjustments using Black Chocobo save editor); to use them, open the FF7 Launcher and then place the save files in your user_##### folder for steam save files in D:\UserName\Documents\Square Enix\FINAL FANTASY VII Steam\user_######. When you load a file, save the game and this should lock that particular set of files in with the checksum and prevent them from being deleted when the launcher is next started.

The save file checksum is no longer a factor when converting the steam installation using the Game Converter as part of 7H's set-up. This recreates the game into the 1998 PC set-up and only requires that a drive or mounted blank ISO be called FF7DISC1 in order for the game to run (don't need to run 7H with it either, can just be run on its own). If FF7 Steam is going to wipe your save files, then this is likely the best route to go so you don't have to constantly make backups of your save files after you stop playing.

adj998

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7121 on: 2018-07-26 15:52:09 »
Thank you for the info. Couldn't I just move thee game directory somewhere else on my laptop? Like in documents, or some other place so it won't get overwritten? Or are the save files at risk of being over written no matter what? Also I never had the Steam/user ### directory before. It's always been just Square Enix folder and all the files needed to run the game. But every time I saved it always said it was stored locally so they had to have gone somewhere.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7122 on: 2018-07-26 23:45:43 »
Thank you for the info. Couldn't I just move thee game directory somewhere else on my laptop? Like in documents, or some other place so it won't get overwritten? Or are the save files at risk of being over written no matter what? Also I never had the Steam/user ### directory before. It's always been just Square Enix folder and all the files needed to run the game. But every time I saved it always said it was stored locally so they had to have gone somewhere.

Not sure, sounds like your setup is different. You'll need to locate your save files first of all, wherever they've ended up. Check through MyDocuments and also if there's a save folder in the FF7 folders anywhere.

littlemac

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7123 on: 2018-07-27 22:39:42 »
I don't know if this exists but is there a bestiary somewhere online? Something that just lists hp and whatnot of monsters in the mod? Really love it, btw.

jugend

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #7124 on: 2018-07-28 01:24:50 »
Regarding the Cosmo memory getting Aeris's Fury brand from vanilla effect....

I like the idea of his LB granting party support, but honestly, I find current cosmo memory way too overpowered.

In vanilla, I viewed Aeris as the best character, because everyone could essentially become the same and have the exact same strengths, and what separates them is ultimately, Limit Breaks, and Aeris had the ability to give 2 LB's for 1 (and great gospel).


Now as it stands with Red XIII, I'm getting 9999 on all targets (damage on Carmine weapon) with Cosmo Memory, and 2 free Limit breaks, which are for me Omnislash and highwind/big brawl (cause I just got highwind).

This makes Red XIII's Level 4 Limit Break Objectively the strongest LB in NT, as it basically three for one, which makes his final LB god tier, no one else LB's can compete as it's worth is literally triple that of anyone else's.

I think the reason why Aeris limits were so crazily strong in normal is that they knew you couldn't take her to end game and to help immortalize her, they gave her incredible LB's.
So I really don't think their effects should have a place in NT. And I'd also like to add, Fury Brand was understandable on Aeris, even if it was overpowered. It did no damage, and she had no damage LB's so it made sense and fit in with her self-sacrifice character-arc. But it doesn't fit in with red XIII at all really.

I'd also like to point out that Aeris essentially Sacrificed her Limit for yours, making it two LB's for one. Red XIII's is not sacrificing his, he's just giving two extra on top of his, which makes it so much stronger than Fury Brand.

I like the idea of restoring some balance for Red XIII's limits, but this goes too far imo. As I've said before, I use all characters, and I find pretty equal worth in them all, and so far at least nothing massively elevates one character above them all without having some negatives, but this LB changes that. I'm now nerfing my party if I'm not using Red XIII due to Cosmo Memory alone.

Like I said I like the idea of his LB supporting, but I'd try it in another way. Maybe take on effect buffs for red xiii instead? Like maybe lucky pills effect, or maybe the vanillas effect of Big Guard? Lot of possibilities with buffs alone. If you do want to keep it with him filling other party members LB's, I'd at the least limit it to one party members instead of both. It's just too powerful as is imo.
« Last Edit: 2018-07-28 02:06:29 by jugend »